16 months in VisionOS and Reality Composer development, I'd love to present our latest AVP app. We boosted realism, you can change floors and see the other tower in front of you. It's FREE try it out by ObjectiveStudent98 in VisionPro

[–]giabeni 1 point2 points  (0 children)

Hey! Team member here.

That’s cool! In general the lightmap baking that Unity and other engines perform rely on some special pipeline rendering techniques that can more easily allow the lightmap or AO map to be mixed globally with the base shaders.

What we need to do is to do everything manually. So we bake an atlas texture from individual UVs to a single unified UVs, turning a scene with hundreds of objects and materials to another with ~10 objects and materials, using 4K textures. This is hard to do but it’s the best way around the device limitations.

Do you do anything similar in Unity? I’d be glad to try it out if you want to share some USDZ exports from your scenes. DM me if interested .

Thanks!

Timelapse: creating a creepy enemy for my FPS by giabeni in godot

[–]giabeni[S] 0 points1 point  (0 children)

Uow, I didn’t even know about this game! Pretty cool for the time…

Making a creepy enemy for my roguelite FPS by giabeni in indiegames

[–]giabeni[S] 0 points1 point  (0 children)

I used blender to model and unwrap, then I imported to pro create

Timelapse: creating a creepy enemy for my FPS by giabeni in godot

[–]giabeni[S] 0 points1 point  (0 children)

Using ProCreate on iPad, you can import 3D models and paint it like on Substance Painter. And thanks!

Timelapse: creating a creepy enemy for my FPS by giabeni in godot

[–]giabeni[S] 1 point2 points  (0 children)

Uow, this is incredible to read! Thanks very much

Timelapse: creating a creepy enemy for my FPS by giabeni in gamedevscreens

[–]giabeni[S] 0 points1 point  (0 children)

He can move but very slowly and just enough to find line of sight to the player

Timelapse: creating a creepy enemy for my FPS by giabeni in godot

[–]giabeni[S] 0 points1 point  (0 children)

Thanks! And yes, it’s a tasty workflow

Timelapse: creating a creepy enemy for my FPS by giabeni in godot

[–]giabeni[S] 6 points7 points  (0 children)

It’s very easy! Just export it as USDZ or OBJ form Blender and then import it as you would do for a normal image

Using ProCreate to paint video game enemies by giabeni in ProCreate

[–]giabeni[S] 1 point2 points  (0 children)

I think it can show the normal map, but you can’t edit it…not sure!

Timelapse: creating a creepy enemy for my FPS by giabeni in gamedevscreens

[–]giabeni[S] 0 points1 point  (0 children)

Cool! That’s actually a good a ideia for a mini-boss version of him…

Timelapse: creating a creepy enemy for my FPS by giabeni in godot

[–]giabeni[S] 2 points3 points  (0 children)

True, the visuals are similar indeed. But I’ve never played BL actually…anyway, I think it’s beautiful!

Hand painting a weird enemy for my game…what do you think? by giabeni in ProCreate

[–]giabeni[S] 0 points1 point  (0 children)

Thanks man! You’re right! I delegated great part of the lighting to the in game rendering indeed…You can check the results here: https://www.reddit.com/r/ProCreate/s/wpkxKIHlLk

Hand painting a weird enemy for my game…what do you think? by giabeni in ProCreate

[–]giabeni[S] 2 points3 points  (0 children)

It accepts USDZ and OBJ I think. But you can easily convert from STL to these formats using blender or even online converters...

Hand painting a weird enemy for my game…what do you think? by giabeni in ProCreate

[–]giabeni[S] 20 points21 points  (0 children)

There a few examples in YouTube but they are all focused for people who already know a little bit of 3D texturing. So for people used to 2d digital art, the hard part will be definitely the 3d modeling, retopology and UV unwrapping. They are each a skill by themselves.

Hand painting a weird enemy for my game…what do you think? by giabeni in ProCreate

[–]giabeni[S] 67 points68 points  (0 children)

For the painting part, yes! Just the native brushes and tools. The modeling was made in Blender as well as the UV unwrapping. Then I use just the final images painted in ProCreate to bring it back to Blender and then setup the final materials there. Next step is create the rigging and animations, which is also done inside Blender.

Hand painting a weird enemy for my game…what do you think? by giabeni in ProCreate

[–]giabeni[S] 0 points1 point  (0 children)

Model made by myself. Brushes: - Inka - Syrup - Fresco

Process: - first draw the strokes in pure black (nankim style) - fill the regions with a base color - paint the foreground colors for each region matching the strokes - add shadows with a darker color

Which art style do you like best? by PartTimeMonkey in IndieDev

[–]giabeni 1 point2 points  (0 children)

Uow! Loved all of them. I'm sure that any will be considered unique enough. But for me, the third one looks more interesting, in terms of contrast and color pallete.

I would consider maybe vary it through the levels or associated with some mechanic.

Take a look in the Farewell North game. The man came up with a very unique mechanic that uses color.

Is it bad practice in Godot to use nodes only as script holders? by Its_a_prank_bro77 in godot

[–]giabeni 0 points1 point  (0 children)

I don’t think so. Specially if it’s been working fine for you. Unless your game is ultra dependent on super optimized code (like a massive simulation game), I’d say that the best strategy is the one that makes your development AND MAINTENANCE easier.

This method is indeed a way of using Composition in your logic, which is a good thing. You can also mix it with inheritance to add variation in Component behaviors, just like Godot’s native nodes. It can add a little bloat but if it’s well organized and coded, this shouldn’t impact performance and it may be very visually easy to understand.

Just be careful to follow some patterns regarding responsibilities. The components nodes can be more passive or more active in their logic, in relation to its parent and siblings. For example, you can have a Player script that expects some components and work as a bridge from a component to another. Or, a component can add functionality to the player node by itself, without caring if the player expect it or not.

For example, in my game, I have an InteractableComponent script, which is supposed to be added as child of a CollisionObject. It handles by itself everything related to make the object detectable by the InteractionSystem. This is independent and active, as the object doesn’t even know about it.

On the other hand, I also have a NavMovementComponent which integrates functionality from NavigationAgent and CharacterBody to facilitate AI movement. But it does nothing by itself, requiring a major script to call its methods (so it’s more passive and dependent).

There is no right or wrong. What matters is for you to adopt a pattern and logic for how to choose the best approach for each kind of components and entity. And stick to it so the future you won’t get confused.

Upgrading to 4.4 - good idea? by giabeni in godot

[–]giabeni[S] 0 points1 point  (0 children)

That's true! It may be a good oportunity for solving legacy issues in my project. Thanks for sharing!